>turn on anti-aliasing in old game>effectively removes jaggies while mantaining a sharp image and with a trivial hit to performance>turn on anti-aliasing in modern game>either makes the screen look like it's been smeared with vaseline, or does basically nothing while also cutting framerate in halfwhat the fuck happened? why do modern games actually look worse AND run worse than old ones?
forward rendering vs. deferred renderingthat's why
use DLAA
AAshit never looked good and basically, you should kill yourself
>>747579309working as intended, anti-aliasing smoothes jagged pixels by blurring it. It tanks the performance because you're blurring it multiple times each frame
>>747579309Because old AA either rendered the whole screen at a higher resolution, or just the important stuff i.e. edges of the models.Modern games are resource are too resource intensive to use older methods, because they are a bruteforce solution to the problem. So newer games started using other methods that blur the whole image as a side effect. Most of the new methods are temporal, meaning they use info from older frames to AA the new one. (well fxaa just blurs the image i think?) and games don't implement older methods because they also wouldn't work with new rendering pipelines ( >>747579382 )
>>747579309>leftsovl>rightsoulless
there's even AlphaToCoverage, which is msaa for alpha cutouts. especially important for foliage.
are the jaggies in the room with us now?seriously though, they've never bothered mecan't think of a game that looked bad cause of jaggies and not poor art direction
>>747585835The jaggies themselves aren't that bad, but the shading on some highly detailed models (or textures) can look awful, with lightstrokes (?) appearing and disappearing on grates or bumpy floors and etc. It looks glitchy.
>>747583007>meanwhile, if anon sees individual pixels in a sprite, he REEEEEEEEEEEEEEEEEEEEEES because you should be playing on a tiny CRT